/*
 * -----------------------------------------------------------------------------
 * This source file is part of OGRE
 * (Object-oriented Graphics Rendering Engine)
 * For the latest info, see http://www.ogre3d.org/
 *
 * Copyright (c) 2000-2013 Torus Knot Software Ltd
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 * -----------------------------------------------------------------------------
 */

#ifndef __LogConfig_H_
#define __LogConfig_H_

#include "OgrePrerequisites.h"
#include "OgreMesh.h"
#include "OgreLodStrategy.h"

namespace Ogre
{
/**
 * @brief Structure for automatic LOD configuration.
 */
struct LodLevel {
	/**
	 * @brief Type of the reduction.
	 *
	 * Note: The vertex count is determined by unique vertices per submesh.
	 * A mesh may have duplicate vertices with same position.
	 */
	enum VertexReductionMethod {
		/**
		 * @brief Percentage of vertexes to be removed from each submesh.
		 *
		 * Valid range is a number between 0.0 and 1.0
		 */
		VRM_PROPORTIONAL,

		/**
		 * @brief Exact vertex count to be removed from each submesh.
		 *
		 * Pass only integers or it will be rounded.
		 */
		VRM_CONSTANT,

		/**
		 * @brief Reduces the vertices, until the cost is bigger then the given value.
		 *
		 * Collapse cost is equal to the amount of artifact the reduction causes.
		 * This generates the best LOD output, but the collapse cost depends on implementation.
		 */
		VRM_COLLAPSE_COST
	};

	/**
	 * @brief Distance to swap the LOD.
	 *
	 * This depends on LodStrategy.
	 */
	Real distance;

	/**
	 * @brief Reduction method to use.
	 *
	 * @see ProgressiveMeshGenerator::VertexReductionMethod
	 */
	VertexReductionMethod reductionMethod;

	/**
	 * @brief The value, which depends on reductionMethod.
	 */
	Real reductionValue;

	/**
	 * @brief This is set by ProgressiveMeshGenerator::build() function.
	 *
	 * Use Mesh::getNumLodLevels() for generated LOD count.
	 */
	size_t outUniqueVertexCount;

	/**
	 * @brief Whether the LOD level generation was skipped, because it has same vertex count as the previous LOD level.
	 */
	bool outSkipped;
};

struct LodConfig {
	MeshPtr mesh;
	LodStrategy* strategy;
	typedef vector<LodLevel>::type LodLevelList;
	LodLevelList levels;
};
}
#endif
